VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.interaction/Runtime/Scripts/Unity/PointableCanvas.cs
IonutMocanu 48cccc22ad Main2
2025-09-08 11:13:29 +03:00

114 lines
4.1 KiB
C#

/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using UnityEngine;
using UnityEngine.UI;
namespace Oculus.Interaction
{
/// <summary>
/// PointableCanvas allows any <see cref="IPointable"/> to forward its events onto an associated Unity Canvas via the
/// <see cref="IPointableCanvas"/> interface. Requires a <see cref="PointableCanvasModule"/> to be instantiated in the scene.
/// </summary>
/// <remarks>
/// Forwarding <see cref="PointerEvent"/>s to Unity Canvases allows conventional 2D Unity UIs to be used in VR with any
/// <see cref="PointerInteractor{TInteractor, TInteractable}"/> (<see cref="RayInteractor"/>, <see cref="PokeInteractor"/>, etc.).
/// [The online documentation](https://developer.oculus.com/documentation/unity/unity-isdk-create-ui/) contains overviews of how
/// to do this.
/// </remarks>
public class PointableCanvas : PointableElement, IPointableCanvas
{
[Tooltip("PointerEvents will be forwarded to this Unity Canvas.")]
[SerializeField]
private Canvas _canvas;
/// <summary>
/// Implementation of <see cref="IPointableCanvas.Canvas"/>; for details, please refer to the related
/// documentation provided for that interface.
/// </summary>
public Canvas Canvas => _canvas;
private bool _registered = false;
protected override void Start()
{
this.BeginStart(ref _started, () => base.Start());
this.AssertField(Canvas, nameof(Canvas));
this.AssertIsTrue(Canvas.TryGetComponent(out GraphicRaycaster raycaster),
$"{nameof(PointableCanvas)} requires that the {nameof(Canvas)} object has an attached GraphicRaycaster.");
this.EndStart(ref _started);
}
private void Register()
{
PointableCanvasModule.RegisterPointableCanvas(this);
_registered = true;
}
private void Unregister()
{
if (!_registered) return;
PointableCanvasModule.UnregisterPointableCanvas(this);
_registered = false;
}
protected override void OnEnable()
{
base.OnEnable();
if (_started)
{
Register();
}
}
protected override void OnDisable()
{
if (_started)
{
Unregister();
}
base.OnDisable();
}
#region Inject
/// <summary>
/// Injects all required dependencies for a dynamically instantiated PointableCanvas; because only a Unity Canvas is required,
/// this simply wraps <see cref="InjectCanvas(Canvas)"/>. This method exists to support Interaction SDK's dependency injection
/// pattern and is not needed for typical Unity Editor-based usage.
/// </summary>
public void InjectAllPointableCanvas(Canvas canvas)
{
InjectCanvas(canvas);
}
/// <summary>
/// Sets the Unity <see cref="Canvas"/> for a dynamically instantiated PointableCanvas. This method exists to support
/// Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
/// </summary>
public void InjectCanvas(Canvas canvas)
{
_canvas = canvas;
}
#endregion
}
}